I don't much care for any of the official endings, so I've created one of my own. Its basis derives from the default Command Spell ending, with a few sprinklings of other endings I've seen and some of my own ideas. It probably seems overly complex at first glance, but resolution shouldn't take long once folks get the hang of it.
When a character reaches the Crown of Command space, they cast the Command Spell on each of their turns, as with the basic ending. However, the method of determining the result is somewhat more complex, as follows:
1) The player on the Crown rolls two dice.
2) The next player in the turn order chooses one of the two dice and rerolls it. This continues around the table until every player still in the game has rerolled a die, ending with the player on the Crown. For balance reasons, no player may choose to skip their reroll.
3) The player on the Crown of Command may use fate to reroll the dice a final time, as normal.
After this process is complete, the outcome is according to the following table:
2-5) The character at the Crown of Command loses 1 life.
6) All characters lose 1 life.
7) All characters not at the Crown of Command lose 1 life.
8-9) The player at the Crown of Command chooses a character to lose 1 life.
10-11) All characters heal 1 life.
12) The character at the Crown of Command heals 1 life.
There is also an additional wrinkle if the Reaper is being used. If either die is a one, the player on the Crown of Command must move the Reaper to a character outside the Inner Region who must encounter him as normal.
Also, if anyone chooses to give this a try, I would recommend forbidding healing (except from the Command Spell, obviously) once someone has reached the Crown. That will prevent any kind of standoff situation from arising, as well as creating a greater need for players to try for one of the healing results when rerolling.
Does anyone have any thoughts on this? I would definitely be interested in some feedback before attempting to run it in a full-scale game.

